Homebrew Divination Genasi Species Details
Tracing their powers to the lingering effects of 9th level or higher spells. they can tap into the power of one of the Magical Schools. Abjuration, Conjuration, Divination, Enchantment, Illusion, Necromancy, and Transmutation — these are the pillars of the Weave and the types of non- elemental genasi. Some genasi are direct descendants of a Beings that breathes Magic, while others were born to non-genasi parents who lived near a place suffused by high level magic.
A typical genasi has a life span of 120 years
Divination genasi channel the everchanging and often unknown nature of Divination. They show their heritage in their Magical Szuldar, which are the magical lines on their body, not too dissimilar to a spell Scroll. They bear skin tones common to humanity but with a third eye that can can be located somewhere on their body from their forehead to the palms of their hands. Most also have spectral constellations floating around them, though, it is not unheard off to see some with spectral tarot cards or dice.
(inspired by the "The Problem with Genasi in D&D" by Pointy Hat on YT)
(Art by antodemico on Twitter now known as X)
Divination Genasi Traits
the Genasi has the following traits due to their lingering effects:Alignment.
Independent and self-reliant, genasi tend toward a neutral alignment.
Size.
Genasi are as varied as their mortal parents but are generally built like humans, standing anywhere from 5 feet to over 6 feet tall. Your size is Medium.
Speed.
Your base walking speed is 30 feet.
Darkvision.
You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. Your ties to the School of Divination make your darkvision unusual: everything you see in darkness is in a shade of purple.
Third Eye
You gain proficiency with the Perception and Insight skill.
Predictable Portent
At 3rd level you can predict the future. every time you finish a long rest, you get to roll a D20 and record the number rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn.
Each foretelling roll can be used only once. When you finish a long rest, you lose any unused foretelling rolls.
Languages.
You can speak, read, and write Common and Primordial. Primordial is a guttural language, filled with harsh syllables and hard consonants.
Ability Score Increase.
Your Intelligence score increases by 2, and your Wisdom score increases by 1.
Echoes of the diviner
You know the Guidance cantrip as a Bonus action instead of an action. Once you reach 3rd level, you can cast the Identify spell once with this trait as a 1st-level spell, without requiring a material component. and you regain the ability to cast it this way when you finish a long rest. Intelligence is your spellcasting ability for these spells.
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